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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Runtime/Launch/Resources/Version.h"
#include "MovementMode.h"
#include "GMS_ZipliningMode.generated.h"
namespace ExtendedModeNames
{
const FName Ziplining = TEXT("Ziplining");
}
// ZipliningMode: movement mode that traverses an actor implementing the IZipline interface
UCLASS(Blueprintable, BlueprintType)
class UGMS_ZipliningMode : public UBaseMovementMode
{
GENERATED_UCLASS_BODY()
#if ENGINE_MINOR_VERSION >=6
virtual void GenerateMove_Implementation(const FMoverTickStartData& StartState, const FMoverTimeStep& TimeStep, FProposedMove& OutProposedMove) const override;
virtual void SimulationTick_Implementation(const FSimulationTickParams& Params, FMoverTickEndData& OutputState) override;
#else
virtual void OnGenerateMove(const FMoverTickStartData& StartState, const FMoverTimeStep& TimeStep, FProposedMove& OutProposedMove) const override;
virtual void OnSimulationTick(const FSimulationTickParams& Params, FMoverTickEndData& OutputState) override;
#endif
// Maximum speed
UPROPERTY(EditAnywhere, Category = "Ziplining", meta = (ClampMin = "1", UIMin = "1", ForceUnits = "cm/s"))
float MaxSpeed = 1000.0f;
};
// Data block containing ziplining state info, used while ZipliningMode is active
USTRUCT()
struct FGMS_ZipliningState : public FMoverDataStructBase
{
GENERATED_USTRUCT_BODY()
TObjectPtr<AActor> ZiplineActor;
bool bIsMovingAtoB;
FGMS_ZipliningState()
: bIsMovingAtoB(true)
{
}
virtual FMoverDataStructBase* Clone() const override;
virtual bool NetSerialize(FArchive& Ar, UPackageMap* Map, bool& bOutSuccess) override;
virtual UScriptStruct* GetScriptStruct() const override { return StaticStruct(); }
virtual void ToString(FAnsiStringBuilderBase& Out) const override;
virtual bool ShouldReconcile(const FMoverDataStructBase& AuthorityState) const override;
virtual void Interpolate(const FMoverDataStructBase& From, const FMoverDataStructBase& To, float Pct) override;
};